Search found 2026 matches

by cazfi
Thu Oct 21, 2021 11:52 pm
Forum: Rulesets and modpacks
Topic: Building requirement(s): is it possible to have a OR b?
Replies: 10
Views: 434

Re: Building requirement(s): is it possible to have a OR b?

There is no support for ORed requirements. To mitigate the problem, there are a couple of concepts that work in some common cases: - There can be multiple effects doing the same thing but with different requirements - There can be multiple action enablers enabling the same thing but with different r...
by cazfi
Thu Oct 21, 2021 11:44 pm
Forum: Rulesets and modpacks
Topic: Building requirement(s): is it possible to have a OR b?
Replies: 10
Views: 434

Re: Building requirement(s): is it possible to have a OR b?

I have a similar problem in terrain.ruleset with adding a canal extra. I would like it to be enabled with either an oceanic OR river tile adjacent, but that does not seem possible currently. I've tried some workarounds that are not entirely satisfactory. Have you tried that by introducing two separ...
by cazfi
Thu Oct 21, 2021 11:36 pm
Forum: Art and tilesets
Topic: Art required for freeciv proper (3.1)
Replies: 3
Views: 450

Re: Art required for freeciv proper (3.1)

New event icon ( data/misc/events.png ) needed for finding a map from a hut.
by cazfi
Thu Oct 21, 2021 1:28 am
Forum: Contribution
Topic: Msys2 based Windows Installer testing (freeciv-3.1)
Replies: 37
Views: 25245

Re: Msys2 based Windows Installer testing (freeciv-3.1)

New freeciv S3_1 Windows (msys2) build from sources of 20-Oct-21 (3.0.93.11-alpha1+-211020), commit '3856783e20', available at http://files.freeciv.org/packages/windo ... snapshots/

- Built against msys2 environment 210831
by cazfi
Wed Oct 20, 2021 5:49 am
Forum: General discussion
Topic: Crosser based nightly Windows builds
Replies: 1
Views: 379

Re: Crosser based nightly Windows builds

One notable addition since 3.0.0-beta3, and thus available only in these nightlies at the moment, is the (foreign) wonders list dialog in the gtk3.22-client - including Small Wonders that are not shown anywhere else in any client.
by cazfi
Tue Oct 19, 2021 4:10 am
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 108
Views: 69697

Re: Correct the rulesets civ1 and civ2

Yeah, sloppy writing (hadn't thought it through) in '41. There are several cases where firepower is set to 1, and all of them should be handled, in a consistent manner. Pearl Harbour rule was more like an example. '40 is more of a ruleset cleanup than something that is supposed to have functional ef...
by cazfi
Mon Oct 18, 2021 12:53 am
Forum: Rulesets and modpacks
Topic: Changes in what a 3.1 ruleset can do
Replies: 123
Views: 61997

Re: Changes in what a 3.1 ruleset can do

Scripting API now has Tile:show(player) and Tile:hide(player) methods for making tiles visible or hiding them from a player. osdn #42973
by cazfi
Sat Oct 16, 2021 1:31 am
Forum: Contribution
Topic: Windows Installer test builds (freeciv-3.2)
Replies: 5
Views: 1949

Re: Windows Installer test builds (freeciv-3.2)

New freeciv master development branch Windows (msys2) build from sources of 15-Oct-21 (3.1.90.6-dev-211015), commit '0bb6740fcc', available at http://files.freeciv.org/packages/windo ... snapshots/

- Built against msys2 environment 210831
by cazfi
Fri Oct 15, 2021 1:00 am
Forum: Tech support
Topic: Generic build scripts
Replies: 21
Views: 13615

Re: Generic build scripts

I ported the script to Manjaro Linux: http://files.freeciv.org/tools/freeciv-builders/freeciv-manjaro.sh New version (1.05): - Dropped support for freeciv-2.5 - Added support for building freeciv-3.1 alphas Notable thing about the 3.1 support is that when one builds Qt-client with this script, it g...
by cazfi
Thu Oct 14, 2021 10:28 pm
Forum: Single player
Topic: How comes my initial units now die off quickly ?
Replies: 2
Views: 382

Re: How comes my initial units now die off quickly ?

Sounds like you've set server setting 'killunhomed' to a nondefault value. > explain killunhomed Option: killunhomed - Slowly kill units without home cities (e.g., starting units) Description: If greater than 0, then every unit without a homecity will lose hitpoints each turn. The number of hitpoint...